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The Divide and Conquer team presents a resource for the entire community, Modders and Players alike. A new campaign map from scratch, designed around true maps and lore-accurate information of Middle-earth. Based on maps with the most accurate geographical layout of Middle-earth, it is a unique experience for Third Age: Total War.

The map has been designed primarily in accordance with this source:

Spoiler Alert, click show to read:

This map is included in MOS (v1.5.1) and is not compatible with submods which modify climates, vegetation, the map (data/world folder) or add new scripts. This means most submods will be incompatible without a patch/merge.

The current map is available for use in other submods, as long as credit for the mod is clearly stated, and the mod has a thread here on the TWCenter. For submods two extra AI's used in DaC are included in the descr_campaign_ai_db.xml file. These ai_labels are 'dunland' and 'enedwaith'.

Features

100% Remade Map! - The map has been made from scratch, with a completely new heightmap based on the official map of Middle-earth. Hundreds of hours have been spent making sure this map works and looks like the world its based in. Two maps are present, with the older one (1.3) utilised for the smaller Fellowship Campaign.

Lore Accurate! - The geography of Middle-earth has never been so accurately represented in a game! From the shape of the world to the heights of mountains, from the trees in Lorien to the climate of Middle-earth, experience the world like it should be.

Increased Scale! - The increased size has been utilised to improve the scale of the map, allowing areas like the Gap of Rohan or the Gap of Osgiliath to be lore-accurate without compromising gameplay. Detail is abundant and the world is shaped like it should be.

Strategic Chokepoints! - Hold down Isengard at the Gap of Rohan, securing the Fords of Isen and protecting Foldburg. Prevent Mordor from crossing the Anduin by holding Cair Andros and Osgiliath, keeping the lands of the west safe. Prevent enemies crossing the Misty Mountains, holding the High Pass, or protecting the caverns of Moria.

Improved Graphics! - The map has never looked so good. Terrain textures have depth, the seas are smooth and detailed, forests are diverse and the rivers and shoreline is as smooth as ever. A modern map for modern times.

Remade Climates! - The climates of Middle-earth have been re-imagined, with improved weather, new climates, realistic snow and diverse regions. Golden-trees in Lorien, the Brown Lands north of Mordor, the fertile ashen lands of Nurnen and the creepy Dead Marshes are just some of the new climate work present in this mod.

Expanded map with more regions! - There are numerous new regions present in this mod, expanding many areas such as Eriador, Enedwaith and lands east of the Celduin. No larger region of Middle-earth was spared an expanded treatment.

Improved AI pathfinding - The campaign AI of Medieval II needs the best performance it can get. The map has been designed around keeping the AI moving and making sure the player is challenged. The world was designed with pathfinding performance in mind.

Sailable rivers! - Many rivers such as the Gwathlo or the Celduin, or even the center stretch of the Anduin have been made sailable, making naval invasions a new experience in many parts of Middle-earth. Defending the Celduin will never be the same.

Fixed vanilla bugs! - Issues present in vanilla have been fixed, such as the black terrain beyond the playable are in Battle-maps, bugged icons in higher leveled settlements or incorrect textures in certain climates. Much of the writing for Third Age has also been cleaned up and polished.

Ensured Battle Stability! - As part of the climate overhaul, the culprit file for Battle CTD's was overhauled. Combined with a new method of loading these files, battle CTD's have been killed off, ensuring stability during your best moments.

Includes the Alternate Patch 4.0! - Enjoy the epic battles available within the new custom settlements provided by leo.civil.uefs! Enjoy an enhanced building upgrade system and improved immersion through bug-killing. Further enhancements have been included in this map, including an improved Erebor and a custom settlement for Gundabad.

Unofficial Fellowship Patch! - Experience the Fellowship Campaign like you should have been able to. Enjoy the experience on an immersive map, with polish and bug-fixes key to allowing you a smooth playthrough from start to finish.

and many more surprises throughout the map...

Some minor features...

Spoiler Alert, click show to read:

Dynamic Garrison Script submod integration, including new units with no upkeep and removal of the garrison units after the siege.

New campaign AI, rebalanced priorities and improved conditions and decisions.

Campaign Models optimization, redundant models removed, large model files have been optimized and folder structure is optimized as well.

Removed the Cair Andros custom settlement, due to broken AI and general issues throughout the settlement.

Gondor strategic models are now used, helping the culture look more unique.

Many more small additions to the mod...

Download for Third Age: Total War 3.2This is for vanilla Third Age 3.2 with no additional mods! Make sure you follow the install instructions or you WILL CTD.2.1 is not save-game compatible with any previous version. A fresh install is not required to update. After its install, if you unticked the checkbox, or if your unsure, make sure you run the RUN AFTER INSTALL.bat file located in your Third Age folder!2.1 is a general improvement on the previous version, improving AI, adding the AP 4.0 content and generally completing missing features/functionality from 2.0. 2.0 was a complete remake of the map, with improved scale, detail and lore-accuracy.

Install Instructions:
1. Download the mod from the provided link.
2. Run the installers provided in order, making sure that the installers install to the correct folders. Right click and select Run as Administrator before you run the installer if you are using Vista, Windows 7 or Windows 8.3. If you unchecked the checkbox at the end of the install, or if you are unsure, run the RUN AFTER INSTALL.bat file in your Third_Age_3 folder, which is located in the /mods folder of your Kingdoms install. If this fails, check the Troubleshooting section on this page.
4. Enjoy the new campaign map!

Troubleshooting
If you are experiencing messed up battle-map behavior and climates or battle CTD's, remove any tweaks in the config files to regenerate the descr_geography_new.db. If there were tweaks, then reinstall the mod (fresh install not required). Also, if you are getting crashes back to the main menu while trying to start the campaign, run the RUN AFTER INSTALL.bat file in your Third_Age_3 folder as administrator. If this fails, delete the .bin files in the data/text folder, delete only descr_geography_new.txt in the data folder and delete map.rwm in data/world/maps/base folder. Also consider deleting the huge_city folder located in Third_Age_3/data/settlements/south_european/settlements (the old Erebor files).

DO NOT DELETE OR REGENERATE DESCR_GEOGRAPHY_NEW.DB! You will cause the battle-map to have extreme issues, such as blank climates, summer during winter or even CTD's.

Also don't replace the vegetation_db.db file, you will loose Lorien trees and cause some climates to generate odd vegetation.

If you want to edit this mods files, make sure you are using Notepad++. Google it and download it if your not.

Changelog

Spoiler Alert, click show to read:

2.1

Unofficial/Alternate Patch 4.0 core integrated.

New custom settlements, including Thranduil's Halls, Dale and the new Dain's Halls.

Erebor from 4.0 is now used for 100% functionality and better visual effects.

The old Dain's Halls from 3.3 is used for Thorin's Halls now.

Rivendell performs better thanks to the 4.0 release.

Gondor and Elven cultures now have new battle-map settlements, thanks to 4.0.

New Siege engines for Elves and Dwarves, once more thanks to 4.0

Minas Morgul completely repaired, with fixed river interaction and terrain around the water. Additionaly, roads have been added and the cliff terrain is dramatically improved.

A new highway alongside the Misty Mountains has been created by connecting the mountain regions by walkable land, which has improved AI.

Texture distrubution has been randomized in many repetitive terrains, for an overall better look. Additionally, blending between terrain types is improved.

Linhir/Eastern Belfalas and the Straits of the Anduin are now connected to free up AI movement around the area, to give more targets for Harad and to help stop landlocked AI.

The Lone-lands and the North Downs are now connected by road to allow AI movement to flow naturally through the area.

Cliff-faces have been added in southern Harondor, above the River Harnen, to allow players to use chokepoints in the area.

The Iron Hills are more refined, look more natural and generates better.

The campaign has returned to 4 turns per year for technical reasons.

New higher-poly models for many mountain models on the campaign map.

Economy has been rebalanced for AI (related to the additional settlements/unit costs at game start), to massively improve general game balance.

The AI/Player setup scripts for settlement handling have been completely remade to remove annoying visual errors such as rebels outside the settlement on turn 1, to improve initial turn times and to move the settlement handling right to the very start of the first turn to allow the AI more time to react. Mostly behind the scenes.

The distance characters can travel in a turn has been slightly increased (120 to 130), to allow the AI to pathfind better with the larger map.

Ambient buildings on the battle-maps should be completely removed now.

2.0

Brand new heightmap, using advanced software with realistic terrain generation and erosion effects for incredible detail while still maintaining a completely lore-accurate layout.

All other map files have been remade to accomodate the new map. Texture use has been improved with more detail, trees are more abundant and the map altogether feels more alive.

Strategic balance and placement has seen many overhauls, with improved family trees, lore-accuracy in starting positions and more detailed generals.

Gondor now controls the northern section of the eastern bank, for lore-accuracy.

Eriador no longer controls Fornost or Lake Evendim, as these were ruins and uninhabited at the time.

All strategic resources have been replaced and assigned from scratch, with 3-5x the amount compared to 1.5.1. Combined with more accurate placement, economic balance has been much improved.

More ambushes have been placed for a more exciting experience.

More names have been added for most factions, especially the eastern ones for a more varied game.

Four settlements have been repurposed throughout the map. The 'new' ones are Methrast (Belfalas), Calenhad (Anorien Fields), Dûsalan (Umbar Coast) and Kruk Mahur (Harad Rivers in the east). 'Removed': West Moria (caused incompetent AI around Moria), Lower High Pass (useless), West Arysis (useless southern Harad Settlement), Withered Heath (useless and the area is now impassable for better AI).

Improvement in Gondor/Mordor balance when one is controlled by the player

Improved strategic balance in the Grey Foothills and in Mirkwood, as well as northern Rhovanion, allowing the Silvan Elves and the Dwarves to progress in their campaigns.

Improved family trees for Gondor and Rohan, now lore-accuate (especially for Rohan).

Minor sound fixes, focusing on ocean sounds. They should cause far less ear damage, and should be more accurate, such as no wave sounds on rivers or near Forodwaith.

Minor model optimizations, including fixed shadows for Minas Morgul, and less demanding models for Erebor and Dain's Halls.

Fellowship Campaign has been minorly fixed for 2.0, it still uses the ~1.3 map, but it now loads and works as expected.

Cair Andros now uses the generic model, as the old one no longer makes sense. The new model arguably looks better.

Minor texture fix for the Gondor hills, removing a brown spot that became repetitive.

Palantiri script has been removed for 2.0 until the author can update the script.

1.5.1

Goblin Volunteers should now have textures again.

Hobbit Villages now show a correct tooltip.

1.5

Mountains throughout the map have been remade, using realistic ridge based terrain and advanced Erosion and weathering.

Erosion has been applied throughout the entire map, smoothing hills and terrain and creating better transitions and less battle-map generation issues.

Detail has been added throughout the entire heightmap, creating a more 3D terrain.

Forodwaith has been remade with a new design, a lower snow line and new textures.

Nurn has been revamped, with the Plain of Lithlad extending into eastern Nurn, the southern area made accessable and a new texture throughout the area.

Use of the hill texture is now revamped throughout the map.

Rivers have been added in Enedwaith, Minhiriath and Lindon, as well as the River Morgulduin in Ithilien.

Sea colours transitions have been smoothed and sailable rivers darkened.

Ithilien has been remade, with the Emyn Arnen in its correct position. (not a large Plateau).

Mumakil training has been revamped. Now the building to create Mumakil is available from the start, but in one province only (bottom Harad region, after building roads). The idea is a transport network to take them to Middle-earth from the far southern jungles of Far Harad. The building will have to be constructed, which is expensive and takes time.

Population has been overhauled. Settlements are now at realistic population levels (especially for Eriador). Mines now give a basic population bonus to all factions instead of just Dwarves (Dwarves do get better bonuses as the mine is upgraded) and the first three tiers of farm are available at lower settlement levels. Osgiliath is now at ~20 population, but only needs 3000 to upgrade (instead of 28000!!!). Also, the city and large_city tiers need less population to upgrade to.

Eregion and the method of getting Elven smiths has been improved. It now starts at City level, which allows the population of the city to be lowered to realistic levels. It also allows the Smiths building to be built right from the start. To balance this, rebuilding the Gwaith i Mirdain is now considerably more expensive and takes longer to build.

All Custom Settlements models are visible on the campaign map from the start, to create a sense of belonging for these settlements (naturally part of the world).

A forts and some watchtowers have been added to Dorwinion.

The Sail into the West component has been fixed, with a missing trait added, the ability to train the ships added and the description of the ship added.

Goblin Volunteers have been repaired, with missing textures and UI fixed.

Economy has been rebalanced for all factions, with new mines in Erebor and revamped King's Purse for all factions. Generally there is less money to spend for a tougher campaign.

Erebor bridge is now accessable by siege units.

Erebor now uses an optimized version of the Unofficial Patch campaign map model.

Dol Guldur now has proper terrain textures.

Mordor textures have been revamped, to be darker and gritty.

Mordor distant terrain colours on the battle-map have been synced.

Fixed seasons out of sync with the year.

Turns are instead displayed as years (turns are available in the Faction Overview panel).

Overhauled the use of the mountain ground type, with more usable terrain in the White Mountains and Ered Luin, and less black mini-maps/flat terrain in the Misty Mountains, Mordor, the Withered Hearth and the Mountains of Gram.

New Dynamic Garrison Script, which removes the new garrison units after the battles and adds units based on settlement strength.

Mordor terrain polished to remove potential cliffing (especially in the Morgai pass) and to add variety to height for parts of the mountains.

Additional Mercenary Minimod integrated into the map, which means more mercenaries with more realistic availability.

Some of the Family Tree minimods (Aragorn and the Dwarves) have been implemented, making these two family trees far more lore-accurate.

Minor improvements to Imladris terrain.

Fixed Ent portrait being pink.

Fixed missing Dagorlad garrison.

Added a form of Mount Doom to the battle-map generation for Mordor.

Made all sailable water use the same climate (technical reasons).

Fixed small/large/huge barracks events taking too long to appear.

Polished some of the slopes of the White Mountains.

All tiles Minas Tirith can be assaulted from now use the ambient Pelennor battle-map.

Improved Nurn road generation and improved pathfinding performance.

Improved pathfinding performance around Moria.

All Orc Castles are now at a minimum of Wooden Castle, and there are no longer Elven Castles (no custom settlements for them).

Better compression and decompression used for the Installer.

1.3.1

Improved Erebor, with better terrain and a southern rotation.

Gundabad is now a custom settlement, using the 3.2 version of Erebor. Rotated and integrated with the map.

Fixed remnants of some symbol UI changes from 3.3 Unofficial Patch.

Small UI fixes for the new Rohan culture and the settlement upgrade images.

Dale, which was using a different set of battle-map settlements, now uses the matching strat-map models.

Strat-map models for the Shire have been revamped.

All Orc castles can no longer be upgraded.

The Southern High Pass is now a village, and the Moria Gate settlement is now dwarven.

Thorin's Halls is now rotated east, and is a large city.

Fellowship campaign updated to use new 1.3 content.

Included a modders resource for a pathfinding fix (used by Umbar).

Rhosgobel now uses a tree based settlement, strat-map model to match.

Fixed floating symbols/flags for Northern European town strat-map models.

Minor balance improvement - looked over the hidden_resource that controls city upgrading limitations in settlements, now lore-accurate.

More small forts throughout the map in lore-accurate places.

AI improvements, for all factions and especially dwarves. More focused and better multitasking.

1.2

Leo's Settlements 2.0 now included in its entirety!

Fixed the Autonomy (Hobbit and Ents) scripts, using all the new settlements included with this map.

Revamped the use of ships and ports throughout the map.

Improved rivers, more sailable area and better navigation.

Remade Emyn Muil, with a maze-like structure.

Minor balance changes for units throughout the map.

Various heightmap fixes, focusing on rivers and cliffs which make certain areas unplayable. Most, if not all should be fixed.

Improved vegetation, especially throughout the wilder areas of Middle-earth which would be untouched.

Less river crossings for more strategical gameplay, especially along the Anduin.

Improved diplomacy between High Elves and Dwarves.

Improved terrain textures, including swamps and hills. Better contrast and more vivid colours.

Fixed Amon Hen model, now on the hill and centered.

Dirt roads can now be built at The Angle.

Dirt roads now present at Amon Sul.

1.1.1

The economic balance has been checked-over and fixed up, dramatically improving AI performance.

Dirt roads can no longer be built in regions without road generation, ensuring AI and players do not waste money.

Gundabad AI has seen massive improvements, dramatically improving balance in the west.

Minor typo fixes and miscellaneous bug fixes...

1.1

Leo's new Custom Settlements are now bundled with this submod, no extra files are needed.

The radar map, victory condition images and faction selection maps have all been redone using a new paper map, restoring the original feel from Third Age: Total War.

The submod now runs off a 6 turn per year script, with randomized winter lengths. Will help represent winter better in Middle-earth.

Moar regions! 199 regions, the max amount! (21 new regions in total)

Lossarnach has been redone, split into actual Lossanarch and North Lebennin. Another region has been added, West Lebennin, including the lands along the coast west of Pelargir.

Rhovanion is now expanded, with two new regions throughout the area. One is in its far South, just above the mountains of Mordor, and one is west of Dorwinion, consider it the 'capital' of the once Kingdom of Rhovanion.

Even more expansion has arrived for the regions east of the Celduin. Gramavuld is now three regions, and another region has been added north of Dorwinion.

Mirkwood has been fleshed out. Three new regions now expand the forest, helping mods with Lorien factions give plenty of territory to conquer.

The western Anduin Vale has been split in half, helping AI and adding more content.

Minhiriath is now two regions, bridging the gap between Saralainn and Eyrn Vorn

The lands west of the Lune have also been halved, divided by a western arm of the Lune.

Tol Fuin is now a settlement + region, using the lowest population possible in vanilla. It will be Fuin Harbour, under rebel control. Dark creatures have inhabited this region. This has been done primarily for AI reasons.

The rebel territory to the far-east of Harad has been further expanded, and another settlement has been added above Khand, providing Rhun with a link to those regions.

Rhun has gained another settlement in Gathod, providing a longer conquest of its lands.

The West Gate of Moria has been added as a settlement, to provide a safe-guard against a western attack for the orcs.

The Isenmouthe of Mordor is now a settlement, providing yet another chokepoint for Mordor.

Finally, a small region has been added just west of the Gap of Rohan, another clan of Enedwaith.

Farmland overhaul! There still wasn't enough farmland to have it properly represented throughout the world, so I went on a spree and seriously improved the look of many regions and areas.

Better AI! Less stack spamming, more focusing on the enemy and pathfinding fixes. Naval AI will be improved alot, especially in the west due to simplified pathfinding.

Remade Mouths of the Entwash! I accidentally made the area a swamp, when it definitely shouldn't have been. Also one arm of the river there was missing. Now the area is completely redone. The swamp across the river is also fixed up, it now extends to the Anduin completely, after research I found revealed its purpose, it was a swamp because of the rush of the water from the Entwash spilling over the Anduin.

Minor climate improvements and fixes, including western Rhun and Carn Dum.

The submod is now bundled in an installer for ease of install.

Dramatic increase in vegetation throughout the map.

Various typo fixes and miscellaneous bug fixes...

2.0 Preview

Spoiler Alert, click show to read:

Well, its been an age since the original preview, and this map has come an incredibly long way. It's become more then a map, a straight up improvement package for the Third Age: Total War 3.2. Numerous patches have brought in more settlements, better scripts and improved gameplay.

It's time for a map update though. A pure map update, to bring it to the best standard it can reach. 2.0 is a complete remake of the original map, keeping only the regions and settlements from 1.5.1. It's taken alot of time, but I believe it was completely worth it.

It's time for a new preview. The map you see here is 99% what's delivered on release, save for the new factions (that's for Divide and Conquer )

Screenshots taken within Divide and Conquer, content from that mod will not be in the map release for vanilla.

Old 1.0 Previews:

Spoiler Alert, click show to read:

These have been converted to links due to the 100 images per post limit.

20/02/2013, Gondor, Rhun, Misty Mountains and Rhovanion preview:
The map has reached a state where I feel happy to preview any and all of it, so I decided I would just preview the rest. The map has recieved alot of minor polish and fixes, including Land Bridges, Ports and ambient rivers. Moria got redone too, bringing it to the standard of the rest of the map.

19/02/2013, Eriador preview:
This area was in my opinion the most neglected region in the vanilla map. It's layout is completely wrong (Barrow-Downs being a grass region, instead of hills....), its regions are wrong (Staddle is many miles from Bree in vanilla, next to Bree in lore), its height information is messed up (the South Downs being a massive hill region for the majority of the South) and the lengths and distances between landmarks is deformed (Fornost very close to the lake, Chetwood being tens of miles long). I won't go on.

The region has been redone from scratch compared to vanilla, and is a far more immersive experience with natural defenses and the great North-South road.

18/02/2013, Mordor preview:
This area, as pointed out to me be a TWC member, is neglected in Vanilla, inaccurate and lacking in variety. I aim to fix this. A few important additions are in, such as the narrow Isenmouth, the Morgai pass, a special pass of Durthang protected by a fort, as well as a proper Nurn.

I also decided to fix up climates more, and that includes limiting the Mordor climate to within Mordor. Instead the Brown Lands will be a sort of generic Dead climate, with dark brown lands, no trees (but still with variety on the campaign_map). Limiting it within prevents silly issues like the red sky of Mordor appearing in Dol Guldur, no snow effects or snow sound outside Mordor, mixed up battle-map textures within and outside Mordor and more. Took alot of re-scripting but it was worth it. All because of a hard-coded 12 climate limit. -_-

16/02/2013, Rhun and the Celduin preview:
This area has experienced a complete overhaul, especially regarding climates compared to vanilla. Near Rhun in particular had the most work, creating multi-layer climate here instead of it being simply steepe.

14/02/2013, Harondor, Harad, Umbar and Khand preview:
Harad, Harandor and Khand don't get alot of attention on the Vanilla map when it comes to detail. I aim to correct this. The South is an important battle-ground, and should be interesting to battle in, like Gondor or Lorien.

This region isn't well documented and detailed by official sources, so I resorted to this source:

12/02/2013, Massive polished preview!
The campaign map has made massive progress. Firstly, all climates are implemented, all variation is in and all climates are working on the battle-map. Vegetation is done, with golden trees in Lorien!

All vanilla regions (+1, The Angle) have been implemented, making the campaign map playable! The next step here is going to each settlement and confirming/changing their location (Many were placed as though they were placeholders, got alot of work to do here).

The Heightmap has taken a massive leap, with the last of the Mountain Ranges redone (Ered Luin, Grey Mountains). The Paths of the Dead and the Harrowdale have been mostly implemented, it may need some polish.

Mirkwood has had its northern part completed, and many little paths around the place to make it a really interesting place to attack and defend, with lots of trees for ambushing. Harandor recieved Polish, Umbar too and the River Harnen.

Khand, Rhun and Near Harad, as well as the lands East of the Celduin and Forodwaith all need work, but mainly polish work and added hills. Only Khand needs massive hill work, as well as Cardolan (very plain at the moment.)

Finally all sound and scripting has been implemented in its entirety, with more sounds on the campaign map (heavy wind near mountains, light wind on the hills, more ambiance in dense forests) and sounds fixed up for climates (no winter/snow sounds in Lorien for example). The geography file is complete, making sure its immersive when playing in for example Harandor or Dol Guldur. Weather is fixed up and day-types as well. Lorien is more likely to rain or have cloudy weather to create an immersive forest.

The map has seen progress, and though it has a long way to go there is still enough to be previewed.

This is WIP!!!!! Mountains may look like blobs (will recieve refinement!!!), shorelines may be broken or have small triangles in them, rivers may be coarse and trees may be floating on rivers...

Regions, roads, etc are completely random and are there so that the minimum 10 regions allow the game to start properly. Many rivers are missing, so much to be added and refined. Paths through mountains and forests will be done.

For any Permission questions or modding questions please send a PM to FireFreak111!

CreditsFireFreak111 - Creating the map, implementing everything.Emperor of Hell - Many models and textures used for new climates.alreadyded - Base terrain textures used, base Campaign AI.King Kong and team - TATW.Arachir Galudirithon - For many of the new descriptions/names used within this submod, and massive aid with 2.0 resource placement and family tree modification..MIKE GOLF - For many new region descriptions, provided to DaC.Arǭmēz - An informative map with great suggestions for regions and their names..

Re: Divide and Conquer: New Map WIP

Are all of those navigable rivers? Awesome if they are. And if they are there could be ships (like longships) that could sail up the rivers and then the bigger ships could be restricted to the seas. This could be done by making the rivers into deep sea and making the 'longships' like the deep sea ships in vanilla.

Re: Divide and Conquer: New Map WIP

Thanks Being an addict to the map and craving for it to be accurate brought me to this inevitable conclusion, and will hopefully leave the map in a better state than vanilla.

@smoesville
Not all are navigable, if you look at the overlay one that shows the based map over the heightmap the rivers that are blue are the deep sea ones. To be honest, deep sea rivers cause more issues than benefits, looking strange, causing shoreline oddities and more. If you can suggest other especially important rivers which should be deep sea then if suitable I will happily implement them. That suggestion though is a good one, I will implement it.

Re: Divide and Conquer: New Map WIP

The difference is remarkable, the Misty Mountains are mejoradísimas! Good work!
I continue with my suggestions. May you add appear Fuin Tol Island west of the Isle of Himring? I mean the island was formerly Dorthonion.
I leave here a map, though not official Tolkien, but it is known that the island survived the sinking of Beleriand and could serve as a guide:

Re: Divide and Conquer: New Map WIP

Because the new map is even way better, and more logical and tactical in some places. In the vanilla map the gap of Rohan is WAY too wide for example, isengard and helms deep are barely a strategic position there with the gap so big. You should be able to reach the gap in 1 turn with ease, but reach the other fortress in 2 or 3 turns.

Re: Divide and Conquer: New Map WIP

^^^ These are the main reasons. The map is proportionally wrong in TATW, impeding gameplay through bad placement of important features. I had many plans to improve the old map, but in the end it was just limiting, especially the heightmap. I was going to do alot of the things I am doing in this mod now, remaking Mirkwood, fixing up the Belfalas peninsula, redoing the Gwathlo again (all three done) and much more.

Thankyou for the suggestions, every piece of information or correction helps everyone 2AM, need to take a break on the Mapping

@Drorin
Ah, good old MERP. I am going to use some of the maps to fill alot of empty lands like Rohavanion, Enedwaith, the Lune, etc. The Fuin Tol Island will be implemented, the island in the Sea of Rhun has also just been implemented (thanks Arǭmēz).

Re: Divide and Conquer: New Map WIP

Fate
Some Tolkienists such as Robert Foster and Karen Fonstad speculate that after the War of Wrath Dolmed was destroyed when the Ered Luin were broken and the Gulf of Lune, broke through it.

However, Didier Willis noted a prominent unidentified mountain exactly on the location of Dolmed in the map of Beleriand as well as Mount Rerir to the north. This, coupled with a reinterpretation of Tolkien's maps, shows that Dolmed at least partially survived the devastation.

Re: Divide and Conquer: New Map WIP

I would personally pull the Red Lore Card on that one haha
Being two of the Seven Mansions of the Fathers of the Dwarves which are immensly important in history and then clearly said to been destroyed (caved in perhaps?) it on all accounts would be incorrect to add them, since Tolkien never agin mention them after they were destroyed. Even if Dwarves still live in Ered Luin those settlements are described as mines, small settlements, and it is from my perspective uncredible Tolkien would left out if the mansions would been re-opened and resettled, even partly, without a word of it mentioned, while bringing up Ered Luin still.

Re: Divide and Conquer: New Map WIP

One day I was bored, I measured, with a compass and a ruler, the distance between Mount Rerir and Himring, between Himring and Mount Dolmed and between the two mounts, on the map of Beleriand and the map of The Lord of the Rings and both had the same proportion, using Thales theorem. xD
So I think Belegost Nogrod and survived the sinking, although diminished or ruined.